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dcss:brainstorm:interface:interface_implementables [2018-02-10 05:16]
aidanholm remove [Improved weapon switching] (done)
dcss:brainstorm:interface:interface_implementables [2018-02-10 05:47] (current)
aidanholm remove completed items
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 ===== Searching (Ctrl-F) ===== ===== Searching (Ctrl-F) =====
- 
-==== Searching for "wearable" armour ==== 
-As a Draconian, my choice of armour is heavily limited. To be sure I haven't missed anything, I need to search for robe, cloak, hat and cap. Also shield, but not buckler. Would be nice to have an auto-annotation depending on species for armour that is "wearable". I think we can just ignore the wiz-mode "change species" command; in normal games, your species won't change. Of course we need to consider mutations. There are two solutions: 
-  - Ignore non-intrinsic mutations. Means you have to filter the search results manually. Also might be inconsistent with Demonspawn mutations. 
-  - Filter "wearable" search results for mutations before displaying them. I can't estimate the overhead this might cause. 
  
 ==== Searching allies ==== ==== Searching allies ====
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 ===== Character Dump ===== ===== Character Dump =====
- 
-==== Dump spell hunger requirements ==== 
-Currently the dump ('#') shows the following columns for each of your spells: 
-  Name, Type, Power, Success, Level 
-It should also include the 'hunger impact' (available by toggling through the 'I' screen). 
- 
-==== View content of current dump file in-game ==== 
-Some information (in the default configuration, e.g. the list of killed monsters) is only present there. Putting it into a scroller should be possible. Tentative command suggestion: ?# 
  
 ==== Religious affairs ==== ==== Religious affairs ====
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 ===== Other ===== ===== Other =====
-==== Show Spell Loudness at Spell View Menu ==== 
-Currently it tells you spell name, hunger cost, range and power. Add spell loudness/noise to the menu.  --- //[[user:so]] 2011-09-04 17:48// 
 ==== Remember invisible monsters' position ==== ==== Remember invisible monsters' position ====
 If you see a monster turn invisible, a grey glyph (or special tile) should be displayed at this position, similar to NetHack's 'I' glyph. Also applies to invisible monsters attacking you, though things become less clearcut with ranged combat, invocations and reaching. If you see a monster turn invisible, a grey glyph (or special tile) should be displayed at this position, similar to NetHack's 'I' glyph. Also applies to invisible monsters attacking you, though things become less clearcut with ranged combat, invocations and reaching.
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 Note that in principle we could also allow this mode change via ''='' in the spellcasting commands (''z'' and ''Z'') --- but we cannot allow them in the drop menu (''d'') because ''='' means "select jewellery" there. There is also a slight inconsistency in that we have "view items" and "view spells" commands but not "view abilities" command. But this should not affect the above idea, just something to think about. Note that in principle we could also allow this mode change via ''='' in the spellcasting commands (''z'' and ''Z'') --- but we cannot allow them in the drop menu (''d'') because ''='' means "select jewellery" there. There is also a slight inconsistency in that we have "view items" and "view spells" commands but not "view abilities" command. But this should not affect the above idea, just something to think about.
- 
-==== Keys in ?/B ==== 
-Currently, ?/B list branches with a rather arbitrary letter-branch mapping. I propose to use the keys from Ctrl-G (e.g. "L" for lair etc.) instead. The list of branches may or may not be sorted according to those keys. 
  
 ==== Spell memorisation (M command) ==== ==== Spell memorisation (M command) ====
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dcss/brainstorm/interface/interface_implementables.txt · Last modified: 2018-02-10 05:47 by aidanholm
 
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